{"id":69157,"date":"2016-07-05T23:42:52","date_gmt":"2016-07-06T03:42:52","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/what-is-virtual-reality-a-simple-introduction\/"},"modified":"2016-07-05T23:42:52","modified_gmt":"2016-07-06T03:42:52","slug":"what-is-virtual-reality-a-simple-introduction","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/what-is-virtual-reality-a-simple-introduction\/","title":{"rendered":"What is virtual reality? &#8211; A simple introduction"},"content":{"rendered":"<p><p>    by Chris Woodford.    Last updated: May 27, 2015.  <\/p>\n<p>    You'll probably never go to Mars,    swim with dolphins, run an    Olympic 100 meters, or sing onstage with the Rolling Stones.    But if virtual reality ever lives up to its promise, you    might be able to do all these thingsand many morewithout even    leaving your home. Unlike real reality (the actual world    in which we live), virtual reality means simulating bits of our    world (or completely imaginary worlds) using high-performance    computers and sensory equipment, like headsets and gloves.    Apart from games and entertainment, it's long been used for    training airline pilots and surgeons and for helping scientists    to figure out complex problems such as the structure of protein    molecules. How does it work? Let's take a closer look!  <\/p>\n<p>    Photo: Virtual reality means blocking    yourself off from the real world and substituting a    computer-generated alternative. Often, it involves wearing a    wraparound headset called a head-mounted display, clamping    stereo headphones over your ears, and touching or feeling your    way around your imaginary home using datagloves (gloves with    built-in sensors). Picture by Wade Sisler courtesy of    NASA Ames    Research Center.  <\/p>\n<p>    Virtual reality (VR) means experiencing things through our    computers that don't really    exist. From that simple definition, the idea doesn't sound    especially new. When you look at an amazing Canaletto painting,    for example, you're experiencing the sites and sounds of Italy    as it was about 250 years agoso that's a kind of virtual    reality. In the same way, if you listen to ambient instrumental    or classical music with your eyes closed, and start dreaming    about things, isn't that an example of virtual realityan    experience of a world that doesn't really exist? What about    losing yourself in a book or a movie? Surely that's a kind of    virtual reality?  <\/p>\n<p>    If we're going to understand why books, movies, paintings, and    pieces of music aren't the same thing as virtual reality, we    need to define VR fairly clearly. For the purposes of this    simple, introductory article, I'm going to define it as:  <\/p>\n<\/p>\n<p>    Putting it another way, virtual reality is essentially:  <\/p>\n<p>    Artwork: This Canaletto painting of    Venice, Italy is believable and in some sense explorable (you    can move your eyes around and think about different parts of    the picture), but it's not interactive, computer-generated, or    immersive, so it doesn't meet our definition of virtual    reality: looking at this picture is not like being there.    There's nothing to stop us making an explorable equivalent in    VR, but we need CGInot oil paintsto do it. Picture courtesy    of     Wikimedia Commons.  <\/p>\n<p>    We can see from this why reading a book, looking at a painting,    listening to a classical symphony, or watching a movie don't    qualify as virtual reality. All of them offer partial    glimpses of another reality, but none are interactive,    explorable, or fully believable. If you're sitting in a movie    theater looking at a giant picture of Mars on the screen, and    you suddenly turn your head too far, you'll see and remember    that you're actually on Earth and the illusion will disappear.    If you see something interesting on the screen, you can't reach    out and touch it or walk towards it; again, the illusion will    simply disappear. So these forms of entertainment are    essentially passive: however plausible they might be,    they don't actively engage you in any way.  <\/p>\n<p>    VR is quite different. It makes you think you are actually    living inside a completely believable virtual world (one in    which, to use the technical jargon, you are partly or fully    immersed). It is two-way interactive: as you respond to    what you see, what you see responds to you: if you turn your    head around, what you see or hear in VR changes to match your    new perspective.  <\/p>\n<p>    \"Virtual reality\" has often been used as a marketing buzzword    for compelling, interactive video games or even 3D movies and    television programs, none of    which really count as VR because they don't immerse you either    fully or partially in a virtual world. Search for \"virtual    reality\" in your cellphone app store and you'll find hundreds    of hits, even though a tiny cellphone screen could never get anywhere    near producing the convincing experience of VR. Nevertheless,    things like interactive games and computer simulations would    certainly meet parts of our definition up above, so    there's clearly more than one approach to building virtual    worldsand more than one flavor of virtual reality. Here are a    few of the bigger variations:  <\/p>\n<p>    For the complete VR experience, we need three things. First, a    plausible, and richly detailed virtual world to explore; a    computer model or    simulation, in other words. Second, a powerful computer that    can detect what we're going and adjust our experience    accordingly, in real time (so what we see or hear changes as    fast as we movejust like in real reality). Third, hardware    linked to the computer that fully immerses us in the virtual    world as we roam around. Usually, we'd need to put on what's    called a head-mounted display (HMD) with two screens and stereo    sound, and wear one or more sensory gloves. Alternatively, we    could move around inside a room, fitted out with surround-sound    loudspeakers, onto which    changing images are projected from outside. We'll explore VR    equipment in more detail in a moment.  <\/p>\n<p>    A highly realistic flight simulator on a home PC might qualify    as nonimmersive virtual reality, especially if it uses a very    wide screen, with headphones or    surround sound, and a realistic joystick and other controls.    Not everyone wants or needs to be fully immersed in an    alternative reality. An architect might build a detailed 3D    model of a new building to show to clients that can be explored    on a desktop computer by moving a mouse. Most people would    classify that as a kind of virtual reality, even if it doesn't    fully immerse you. In the same way, computer archaeologists    often create engaging 3D reconstructions of long-lost    settlements that you can move around and explore. They don't    take you back hundreds or thousands of years or create the    sounds, smells, and tastes of prehistory, but they give a much    richer experience than a few pastel drawings or even an    animated movie.  <\/p>\n<p>    What about \"virtual world\" games like Second Life and    Minecraft? Do they count as virtual reality? Although they meet    the first four of our criteria (believable, interactive,    computer-created and explorable), they don't really meet the    fifth: they don't fully immerse you. But one thing they do    offer that cutting-edge VR typically doesn't is collaboration:    the idea of sharing an experience in a virtual world    with other people, often in real time or something very close    to it. Collaboration and sharing are likely to become    increasingly important features of VR in future.  <\/p>\n<p>    Virtual reality was one of the hottest, fastest-growing    technologies in the late 1980s and early 1990s, but the rapid    rise of the World Wide Web    largely killed off interest after that. Even though computer    scientists developed a way of building virtual worlds on the    Web (using a technology analogous to HTML called Virtual    Reality Markup Language, VRML), ordinary people were much more    interested in the way the Web gave them new ways to access    real realitynew ways to find and publish information,    shop, and share thoughts, ideas, and experiences with friends    through social media. With Facebook's growing interest in the    technology, the future of VR seems likely to be both Web-based    and collaborative.  <\/p>\n<\/p>\n<p>    Mobile devices like smartphones and tablets have put what used    to be supercomputer    power in our hands and pockets. If we're wandering round the    world, maybe visiting a heritage site like the pyramids or a    fascinating foreign city we've never been to before, what we    want is typically not virtual reality but an enhanced    experience of the exciting reality we can see in front of us.    That's spawned the idea of augmented reality (AR),    where, for example, you point your smartphone at a landmark or    a striking building and interesting information about it pops    up automatically. Augmented reality is all about connecting the    real world we experience to the vast virtual world of    information that we've collectively created on the Web. Neither    of these worlds is virtual, but the idea of exploring and    navigating the two simultaneously does, nevertheless, have    things in common with virtual reality. For example, how can a    mobile device figure out its precise location in the world? How    do the things you see on the screen of your tablet change as    you wander round a city? Technically, these problems are    similar to the ones developers of VR systems have to solveso    there are close links between AR and VR.  <\/p>\n<p>    Photo: Augmented reality: A heads-up    display, like this one used by the US Air Force, superimposes    useful, computer-based information on top of the things you see    with your own eyes. Picture by Major Chad E. Gibson courtesy of    US Air    Force.  <\/p>\n<p>    Close your eyes and think of virtual reality and you probably    picture something like our top photo: a geek wearing a    wraparound headset (HMD) and datagloves, wired into a powerful    workstation or supercomputer. What differentiates VR from an    ordinary computer experience (using your PC to write an essay    or play games) is the nature of the input and output. Where an    ordinary computer uses things like a keyboard, mouse, or (more exotically) speech recognition for input, VR    uses sensors that detect how your body is moving. And where a    PC displays output on a screen (or a printer), VR uses two    screens (one for each eye), stereo or surround-sound speakers,    and maybe some forms of haptic (touch and body perception)    feedback as well. Let's take a quick tour through some of the    more common VR input and output devices.  <\/p>\n<\/p>\n<p>    There are two big differences between VR and looking at an    ordinary computer screen: in VR, you see a 3D image that    changes smoothly, in real-time, as you move your head. That's    made possible by wearing a head-mounted display, which looks    like a giant motorbike helmet or welding visor, but consists of    two small screens (one in front of each eye), a blackout    blindfold that blocks out all other light (eliminating    distractions from the real world), and stereo headphones. The    two screens display slightly different, stereoscopic images,    creating a realistic 3D perspective of the virtual world. HMDs    usually also have built-in accelerometers or position sensors so    they can detect exactly how your head and body are moving (both    position and orientationwhich way they're tilting or pointing)    and adjust the picture accordingly. The trouble with HMDs is    that they're quite heavy, so they can be tiring to wear for    long periods; some of the really heavy ones are even mounted on    stands with counterweights.  <\/p>\n<p>    Photo: The view from inside. A typical HMD    has two tiny screens that show different pictures to each of    your eyes, so your brain produces a combined 3D (stereoscopic)    image. Picture by courtesy of US Air Force.  <\/p>\n<p>    An alternative to putting on an HMD is to sit or stand inside a    room onto whose walls changing images are projected from    outside. As you move in the room, the images change    accordingly. Flight simulators use this technique, often with    images of landscapes, cities, and airport approaches projected    onto large screens positioned just outside a mockup of a    cockpit. A famous 1990s VR experiment called CAVE (Cave    Automatic Virtual Environment), developed at the University of    Illinois by Thomas de Fanti, also worked this way. People moved    around inside a large cube-shaped room with semi-transparent    walls onto which stereo images were back-projected from    outside. Although they didn't have to wear HMDs, they did need    stereo glasses to experience full 3D perception.  <\/p>\n<p>    See something amazing and your natural instinct is to reach out    and touch iteven babies do that. So giving people the ability    to handle virtual objects has always been a big part of VR.    Usually, this is done using datagloves, which are ordinary    gloves with sensors wired to the outside to detect hand and    figure motions. One technical method of doing this uses    fiber-optic cables stretched the    length of each finger. Each cable has tiny cuts in it so, as    you flex your fingers back and forth, more or less light    escapes. A photocell at the end of the cable measures how much    light reaches it and the computer uses this to figure out    exactly what your fingers are doing. Other gloves use strain gauges, piezoelectric sensors, or    electromechanical devices (such as potentiometers) to measure    finger movements.  <\/p>\n<\/p>\n<p>    Photos: Left: EXOS datagloves produced by    NASA in the 1990s had very intricate external sensors to detect    finger movements with high precision. Picture courtesy of NASA    Marshall Space Flight Center (NASA-MSFC). Right: This more    elaborate EXOS glove had separate sensors on each finger    segment, wired up to a single ribbon cable connected up to the    main VR computer. Picture by Wade Sisler courtesy of NASA Ames    Research Center.  <\/p>\n<\/p>\n<p>    Artwork: How a fiber-optic dataglove    works. Each finger has a fiber-optic cable stretched along its    length. (1) At one end of the finger, a light-emitting diode (LED) shines light into    the cable. (2) Light rays shoot down the cable, bouncing off    the sides. (3) There are tiny abrasions in the top of each    fiber through which some of the rays escape. The more you flex    your fingers, the more light escapes. (4) The amount of light    arriving at a photocell at the end gives a rough indication of    how much you're flexing your finger. (5) A cable carries this    signal off to the VR computer. This is a simplified version of    the kind of dataglove VPL patented in 1992, and you'll find the    idea described in much more detail in US    Patent 5,097,252.  <\/p>\n<p>    Even simpler than a dataglove, a wand is a stick you can use to    touch, point to, or otherwise interact with a virtual world. It    has position or motion sensors (such as accelerometers) built in, along with    mouse-like buttons or scroll wheels. Originally, wands were    clumsily wired into the main VR computer; increasingly, they're    wireless.  <\/p>\n<\/p>\n<p>    Photo: A typical handheld virtual reality    controller (complete with elastic bands), looking not so    different from a video game controller. Photo courtesy of NASA    Ames Research Center.  <\/p>\n<p>    VR has always suffered from the perception that it's little    more than a glorified arcade gameliterally a \"dreamy escape\"    from reality. In that sense, \"virtual reality\" can be an    unhelpful misnomer; \"alternative reality,\" \"artificial    reality,\" or \"computer simulation\" might be better terms. The    key thing to remember about VR is that it really isn't a fad or    fantasy waiting in the wings to whistle people off to    alternative worlds; it's a hard-edged practical technology    that's been routinely used by scientists, doctors, dentists,    engineers, architects, archaeologists, and the military for    about the last 30 years. What sorts of things can we do with    it?  <\/p>\n<\/p>\n<p>    Difficult and dangerous jobs are hard to train for. How can you    safely practice taking a trip to space, landing a jumbo jet,    making a parachute jump, or carrying out brain surgery? All    these things are obvious candidates for virtual reality    applications. As we've seen already, flight cockpit simulators    were among the earliest VR applications; they can trace their    history back to mechanical simulators developed by Edwin Link    in the 1920s. Just like pilots, surgeons are now routinely    trained using VR. In a 2008    study of 735 surgical trainees from 28 different countries,    68 percent said the opportunity to train with VR was \"good\" or    \"excellent\" for them and only 2 percent rated it useless or    unsuitable.  <\/p>\n<p>    Photo: Flight training is a classic    application of virtual reality, though it doesn't use HMDs or    datagloves. Instead, you sit in a pretend cockpit with changing    images projected onto giant screens to give an impression of    the view you'd see from your plane. The cockpit is a meticulous    replica of the one in a real airplane with exactly the same    instruments and controls. Photo by Javier Garcia courtesy of US    Air Force.  <\/p>\n<p>    Anything that happens at the atomic or molecular scale is    effectively invisible unless you're prepared to sit with your    eyes glued to an electron    microscope. But suppose you want to design new materials or    drugs and you want to experiment with the molecular equivalent    of LEGO. That's another obvious application for virtual    reality. Instead of wrestling with numbers, equations, or    two-dimensional drawings of molecular structures, you can snap    complex molecules together right before your eyes. This kind of    work began in the 1960s at the University of North Carolina at    Chapel Hill, where Frederick Brooks launched GROPE, a project to develop a VR system for    exploring the interactions between protein molecules and drugs.  <\/p>\n<\/p>\n<p>    Photo: If you're heading to Mars, a trip    in virtual reality could help you visualize what you'll find    when you get there. Picture courtesy of NASA Ames Research    Center.  <\/p>\n<p>    Apart from its use in things like surgical training and drug    design, virtual reality also makes possible telemedicine    (monitoring, examining, or operating on patients remotely). A    logical extension of this has a surgeon in one location hooked    up to a virtual reality control panel and a robot in another    location (maybe an entire continent away) wielding the knife.    The best-known example of this is the daVinci surgical robot,    released in 2009, of which several thousand have now been    installed in hospitals worldwide. Introduce collaboration and    there's the possibility of a whole group of the world's best    surgeons working together on a particularly difficult    operationa kind of WikiSurgery, if you like!  <\/p>\n<p>    Architects used to build models out of card and paper; now    they're much more likely to build virtual reality computer    models you can walk through and explore. By the same token,    it's generally much cheaper to design cars, airplanes, and    other complex, expensive vehicles on a computer screen than to    model them in wood, plastic, or other real-world materials.    This is an area where virtual reality overlaps with computer modeling: instead    of simply making an immersive 3D visual model for people to    inspect and explore, you're creating a mathematical model that    can be tested for its aerodynamic, safety, or other qualities.  <\/p>\n<p>    From flight simulators to race-car games, VR has long hovered    on the edges of the gaming worldnever quite good enough to    revolutionize the experience of gamers, largely due to    computers being too slow, displays lacking full 3D, and the    lack of decent HMDs and datagloves. All that may be about to    change with the development of affordable new peripherals like    the Oculus Rift.  <\/p>\n<p>    Like any technology, virtual reality has both good and bad    points. How many of us would rather have a complex brain    operation carried out by a surgeon trained in VR, compared to    someone who has merely read books or watched over the shoulders    of their peers? How many of us would rather practice our    driving on a car simulator before we set foot on the road? Or    sit back and relax in a Jumbo Jet, confident in the knowledge    that our pilot practiced landing at this very airport, dozens    of times, in a VR simulator before she ever set foot in a real    cockpit?  <\/p>\n<p>    Critics always raise the risk that people may be seduced by    alternative realities to the point of neglecting their    real-world livesbut that criticism has been leveled at    everything from radio and TV to computer games and the    Internet. And, at some point, it becomes a philosophical and    ethical question: What is real anyway? And who is to say which    is the better way to pass your time? Like many technologies, VR    takes little or nothing away from the real world: you    don't have to use it if you don't want to.  <\/p>\n<p>    The promise of VR has loomed large over the world of computing    for at least the last quarter centurybut remains largely    unfulfilled. While science, architecture, medicine, and the    military all rely on VR technology in different ways,    mainstream adoption remains virtually nonexistent; we're not    routinely using VR the way we use computers, smartphones, or    the Internet. But the 2014 acquisition of VR company Oculus, by    Facebook, greatly renewed interest in the area and could change    everything. Facebook's basic idea is to let people share things    with their friends using the Internet and the Web. What if you    could share not simply a photo or a link to a Web article but    an entire experience? Instead of sharing photos of your wedding    with your Facebook friends, what if you could make it possible    for people to attend your wedding remotely, in virtual reality,    in perpetuity? What if we could record historical events in    such a way that people could experience them again and again,    forever more? These are the sorts of social, collaborative    virtual reality sharing that (we might guess) Facebook is    thinking about exploring right now. If so, the future of    virtual reality looks very bright indeed!  <\/p>\n<p>    So much for the future, but what of the past. Virtual reality    has a long and very rich history. Here are a few of the more    interesting highlights...  <\/p>\n<\/p>\n<p>    Artwork: The first virtual reality    machine? Morton Heilig's 1962 Sensorama. Picture courtesy US    Patent and Trademark Office.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Follow this link: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/www.explainthatstuff.com\/virtualreality.html\" title=\"What is virtual reality? - A simple introduction\">What is virtual reality? - A simple introduction<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> by Chris Woodford. Last updated: May 27, 2015. You'll probably never go to Mars, swim with dolphins, run an Olympic 100 meters, or sing onstage with the Rolling Stones <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/what-is-virtual-reality-a-simple-introduction\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-69157","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/69157"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=69157"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/69157\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=69157"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=69157"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=69157"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}